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How Many Actual Sessions Do Your Campaigns Last?
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<blockquote data-quote="Lanefan" data-source="post: 7634886" data-attributes="member: 29398"><p>See below... Agreed with the second part of the above quote - speeding up combat can make a big difference.</p><p></p><p>But the first bit I'd take some issue with. Sure, at campaign start the players/PCs might be presented with five objectives...but is that all they're allowed? What happens if they find (or invent) a 6th and a 7th?</p><p></p><p>I'll try to dream up an example here - forgive me if it's not the best:</p><p></p><p>At campaign start, during some exposition phase, the PCs and players learn their aim is to accomplish these goals:</p><p></p><p>1. Put an end to the Orc raids from the hills to the north - with a few exceptions their loot will become yours as your reward if you finish them off</p><p>2. Find out what became of Harold the Wizard, who vanished two years ago today - rumour has it he may have been captured by Orcish raiders and his family have offered a nice reward for info</p><p>3. Determine if the northern Orcs are being secretly supported by the neighbouring realm of Westmarch - your own realm of Larenth would reward you handsomely for solid proof here</p><p>4. If yes to 3, go into Westmarch undercover to root out and expose the source of that support - again funded and rewarded by your own realm if successful</p><p>5. If successful at 4, find out if this goes any further - is there yet another player seeking to cause instability between Larenth and Westmarch or is this all 'homegrown'.</p><p></p><p>(the GM already knows how this all ties together: Harold's been a secret agent all along and is now operating undercover in Westmarch; but he's actually working for a cabal of foreign wizards who would like nothing better than a war between Larenth and Westmarch so they can swoop in and take over two weakened realms afterwards - the party just have to connect the dots from some clues they (with any luck!) find as they go along)</p><p></p><p>So there's your five goals - but why stop there? If everyone's still into it after this all plays out (say, 10-12 sessions in) why not leave it open-ended enough that they can, should they so desire:</p><p></p><p>6. Investigate and then go after the wizard cabal Harold had been working for</p><p>7. Run diplomatic missions between Larenth and Westmarch, to prevent the war that you might otherwise have just triggered (maybe with different PCs?)</p><p>8. Follow up on rumours of some Giants slowly encroaching from the southeast</p><p>9. <etc. etc. etc.; and before you know it 10-12 sessions might have become a few years or more...></p></blockquote><p></p>
[QUOTE="Lanefan, post: 7634886, member: 29398"] See below... Agreed with the second part of the above quote - speeding up combat can make a big difference. But the first bit I'd take some issue with. Sure, at campaign start the players/PCs might be presented with five objectives...but is that all they're allowed? What happens if they find (or invent) a 6th and a 7th? I'll try to dream up an example here - forgive me if it's not the best: At campaign start, during some exposition phase, the PCs and players learn their aim is to accomplish these goals: 1. Put an end to the Orc raids from the hills to the north - with a few exceptions their loot will become yours as your reward if you finish them off 2. Find out what became of Harold the Wizard, who vanished two years ago today - rumour has it he may have been captured by Orcish raiders and his family have offered a nice reward for info 3. Determine if the northern Orcs are being secretly supported by the neighbouring realm of Westmarch - your own realm of Larenth would reward you handsomely for solid proof here 4. If yes to 3, go into Westmarch undercover to root out and expose the source of that support - again funded and rewarded by your own realm if successful 5. If successful at 4, find out if this goes any further - is there yet another player seeking to cause instability between Larenth and Westmarch or is this all 'homegrown'. (the GM already knows how this all ties together: Harold's been a secret agent all along and is now operating undercover in Westmarch; but he's actually working for a cabal of foreign wizards who would like nothing better than a war between Larenth and Westmarch so they can swoop in and take over two weakened realms afterwards - the party just have to connect the dots from some clues they (with any luck!) find as they go along) So there's your five goals - but why stop there? If everyone's still into it after this all plays out (say, 10-12 sessions in) why not leave it open-ended enough that they can, should they so desire: 6. Investigate and then go after the wizard cabal Harold had been working for 7. Run diplomatic missions between Larenth and Westmarch, to prevent the war that you might otherwise have just triggered (maybe with different PCs?) 8. Follow up on rumours of some Giants slowly encroaching from the southeast 9. <etc. etc. etc.; and before you know it 10-12 sessions might have become a few years or more...> [/QUOTE]
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